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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Skill Challenges
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<blockquote data-quote="delericho" data-source="post: 5662042" data-attributes="member: 22424"><p>I find that having some Key Skills in mind is a really good thing for me (since it helps me think about how the PCs <em>might</em> solve the Challenge), but that it's really important not to let them become a straightjacket when running the Challenge itself.</p><p></p><p>So, in the "maze" example, I might identify Dungeoneering and Arcana as the Key Skills during prep, but if I'm running it and a player says, "I want to use Acrobatics to run up the walls so I can get a good look up ahead", that should definitely allow them to accumulate a success... once.</p><p></p><p>I think that's also another key thing. With Skill Challenges, there is always a risk that the players will find themselves spamming one or two skills over and over again. This can obviously get a bit dull. When dealing with a larger Challenge then (one that will last more than a turn or two), I think it's important to group the Challenge into 'phases', each with their own conditions, a modified set of key skills, and different complications.</p><p></p><p>So, again in the "maze" example, I might declare that in Phase 1 the group are being chased by an overwhelming enemy force. So, each turn they have to make a group Athletics check, or lose a healing surge.</p><p></p><p>In Phase 2, then, they've lost their pursuit, but are now properly lost. Here, they have a group Endurance check to keep their composure.</p><p></p><p>And in Phase 3, they now feel palpably that the end is in sight, but the perils are that much greater - any failed Arcana check attracts the attentions of the Great Eye as they approach, and increase the number of enemies waiting for the party at the end of the maze...</p></blockquote><p></p>
[QUOTE="delericho, post: 5662042, member: 22424"] I find that having some Key Skills in mind is a really good thing for me (since it helps me think about how the PCs [i]might[/i] solve the Challenge), but that it's really important not to let them become a straightjacket when running the Challenge itself. So, in the "maze" example, I might identify Dungeoneering and Arcana as the Key Skills during prep, but if I'm running it and a player says, "I want to use Acrobatics to run up the walls so I can get a good look up ahead", that should definitely allow them to accumulate a success... once. I think that's also another key thing. With Skill Challenges, there is always a risk that the players will find themselves spamming one or two skills over and over again. This can obviously get a bit dull. When dealing with a larger Challenge then (one that will last more than a turn or two), I think it's important to group the Challenge into 'phases', each with their own conditions, a modified set of key skills, and different complications. So, again in the "maze" example, I might declare that in Phase 1 the group are being chased by an overwhelming enemy force. So, each turn they have to make a group Athletics check, or lose a healing surge. In Phase 2, then, they've lost their pursuit, but are now properly lost. Here, they have a group Endurance check to keep their composure. And in Phase 3, they now feel palpably that the end is in sight, but the perils are that much greater - any failed Arcana check attracts the attentions of the Great Eye as they approach, and increase the number of enemies waiting for the party at the end of the maze... [/QUOTE]
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